First I just got the game yesterday so I am excited to play and have only been through the rules book once. If I missed this component (each corporation having its own advantage) and it is already present in the rules then my post is moot. I should add that of course I intend to play once as written but for fun...

I am trying to develop a perk for each corporation at the onset of the game. I hope it spices things up without over complicating things.

Here are some ideas/opinions and I am open to all others- of course I would like them to be balanced and since I haven't played I won't know.

Ares Inc- Premise- Name suggests advantage in combatAdvantage- The coporation has given humans combat training in one land type that early survelance reports will most favorably be associated with Rubium.Mechanics- -2 necessary to hit on rolls for one land type chosen randomly for all human units

Black Helix Enterprises-Premise- Name suggests advantage in genetic manipulationAdvantage- Black Helix has made a name by changing the genetic rules to meet efficiency goals therefore decrease cost needed to produce units for the corporation Mechanics- The first time any different type of unit is brought (no matter how many) into play the cost of the unit is decreased by two.

Galactic Syndiate-Premise- Name suggests advantage in resources available or perhaps in the name might suggest an advantage in information resourcesAdvantage- The galactic syndicate has agents stationed within each coproration and routinely reaches the bottom line through organized industrial espionage and bribesMechanics- Start the game with two Energize cards and only one time during the game may steal a Energize from each player.

Zyborg Industires-Premise- Perhaps this name suggests an advantage in bionics, cybernetics, robotics or industrial efficiency.Advantage- Through drone exploration more is known about the planet than other competitorsMechanics- Two free exploration phases to be used at any time during the game

I'll say it at once before someone else comes in to say it more harshly: You shouldn't try to tweak a game until you understand it, i.e., have played it at least 8-10 times. Otherwise, you'll break it inadvertently, blame in on the game and sour yourself on a probably fine game. Trying to tweak it without even having played it is just plain insane.

As to your propositions: They're bad. The syndicate's one is incredibly powerful and would break the game badly. Energize cards tend to be very powerful when used right. Plus, all four suffer from the same problem: They add innecesary complication and bookkeeping for no real gain in fun.

Far be it from me to ruin your enthusiasm, but really, play the game first and only then think about house rules.

To be fair to the OP, I have heard some disappointment expressed that each "corp" isn't distinctive in some way. I do not share this viewpoint, but can understand the expectation.

To be honest, the same thing happened to me. I think it has something to do with the absolutely wonderful, thematic names of the corporations. I was just reacting to the dreaded post that combines "Hey, I just thought of these radically cool changes for this game" with "I've never actually played it yet".

Here's my attempts. I felt that modifying the humans was the way to go - because all the corps have to deal with the same native wildlife. I've played the game 10-12 times, and I tried to go for abilities that are weak and limited - for optional rules, it's better to aim too low than too high.

Ares Inc-Ares sounds proud, patriotic. Their troops are good at holding their territory. Humans have +1 on their combat rolls when defending a space with a mine.

Galactic Syndicate-The Syndicate has money, for sure, but they're a bit xenophobic. Their two '2' mines on their home base produce 3 rubium each, but only if they have nothing but humans on any of their home base tiles.

Zyborg Industries-Zyborg is on the cutting edge of technology. Their infantry are equipped with high-speed vehicles. When leaving their home base, humans may move 2 spaces. If they move 2, they may not move into an unexplored space or pass over enemy figures.

Thanks for the comments all and I fully acknowledge it's not fair to change something I haven't even tried. This was never my intention.

I was actually looking for even better suggestions (like beri's) if this variant (different coporate powers) is a reasonable suggestion. Which it could be- but it also might be like trying to do the same thing to the corporations in Acquire which seems like it would detract from the game.

These are the perks as far as I was aware...Galactic Syndiate-Company car after 3 years of service...

I know, that sounds really cool. Here's a transcript of a spaceVox(tm) I received from my 5th cousin who works for the Syndicate. He was sending it to some fellow employees, but he always copies me on his spaceVoxes(tm) (or is that spaceVoxi(tm)?).

** BEGIN TRANSMISSION **

So, umm, show of hands: how many Syndicate meat shields employees have gotten their car so far? I was told I can have my choice of classic 20th century cars in prime condition if I just survive remain employed for only 2.93 more years!

Hey man, it's YOUR game, so you can do whatever the heck you want with it, and post whatever you want about game variants, so don't worry about the critics... I would agree with some of the other posters, though, that you should try it in the original form some more.

IMHO, I wouldn't want to change a thing, since the relatively basic rules are what give it the high-tempo, stripped-down, tense gameplay. If you're into variable powers and stuff (as I am), then try TI3, Marvel Heroes, etc.

Hey man, it's YOUR game, so you can do whatever the heck you want with it, and post whatever you want about game variants, so don't worry about the critics... I would agree with some of the other posters, though, that you should try it in the original form some more.

IMHO, I wouldn't want to change a thing, since the relatively basic rules are what give it the high-tempo, stripped-down, tense gameplay. If you're into variable powers and stuff (as I am), then try TI3, Marvel Heroes, etc.

Anyway, good luck with the rules and enjoy the game!

Hey, cool, first you tell him not to listen to me (as I think I was the only critic), and then you proceed to tell him exactly what I told him.

Here's my attempts. I felt that modifying the humans was the way to go - because all the corps have to deal with the same native wildlife. I've played the game 10-12 times, and I tried to go for abilities that are weak and limited - for optional rules, it's better to aim too low than too high.

Ares Inc-Ares sounds proud, patriotic. Their troops are good at holding their territory. Humans have +1 on their combat rolls when defending a space with a mine.

Galactic Syndicate-The Syndicate has money, for sure, but they're a bit xenophobic. Their two '2' mines on their home base produce 3 rubium each, but only if they have nothing but humans on any of their home base tiles.

Zyborg Industries-Zyborg is on the cutting edge of technology. Their infantry are equipped with high-speed vehicles. When leaving their home base, humans may move 2 spaces. If they move 2, they may not move into an unexplored space or pass over enemy figures.

Wow, I really like these. I'm currently dyeing my second set of figures to allow for 8 player games and this has got me thinking about making another set of abilities for the other players in a 5+ game.

I think you hit the nail on the head as far as the general format (modifying humans) so let me just brainstorm out loud here for a second for possible human abilities, and I'd love some feedback on which might work and which are just a bad idea:

Mountain Recon: Can move like rock striders over rocky terrain (perhaps should cost 3 rubium to build?) or as an alternative-

Strider Riders: Each may move 2 spaces along with a Rock Strider making a 2 space move, if they started the turn in the same space.

Lavanauts: May enter a lava space, and hit on 5+ when attacking in a lava space (but not when defending).

Reflex Implanted: Fire first in combat when defending a space.

Plasma Grenadiers: For the cost of 1 rubium per turn may make a single plasma breath attack that hits on a 6.

Shock Troops: cost 3 but hit on a 4+ on the turn they enter a new space for an attack.

Pure Fodder: Cost a mere 1 Rubium, but may not operate mines.

Expert miners: If two+ humans are mining a single mine, that mine produces a single extra rubium each turn.

Hunter Seekers: If they score a hit in combat you may discard an Energize card (maybe 2?) in exchange for getting to choose the target.

Replicants: Once per turn if you lose a human in battle you may pay 1 rubium to immediately place it on one of your home base spaces instead of your reserves.

So what's the word, any of those look workable as/is or with some tweaks? Or are they horribly unbalancing/awkward? I'm going to winnow it down to just 4, so any opinion on which ones should make the cut? Another other ideas all together?

Ares Inc-Patriots: Humans have +1 on their combat rolls when defending a space with a mine.

Rocket Suits: Humans may move 2 spaces. If they move 2, they may not move into an unexplored space or pass over enemy figures.

Strider Riders: Humans may move 2 spaces along with a Rock Strider making a 2 space move, if they started the turn in the same space. For each friendly Rock Strider in the same space, 1 Human battles at the same time as the Rock Strider.

Lavanauts: May enter a lava space, and hit on 5+ when attacking or defending in a lava space (but not when defending).

Reflex Implanted: Fire first third in combat when defending a space with a mine.

So what's the word, any of those look workable as/is or with some tweaks? I'm going to winnow it down to just 4, so any opinion on which ones should make the cut?

These are the variations that sound the best to me.I'll add 1 to get to 8, so each Corp could choose 2 perks at the start of the game:

Terrain Specialists: Choose a type of terrain (rock, crystalline, or fungus) - your Humans only need to roll a 5+ when attacking or defending that kind of terrain.

I think these are great ideas to tweak the Humans and give your forces more flavor (I'm sorry I hadn't noticed these until today). I feel it's important that each player gets the CHOICE of which perk to get, instead of it being automatic with a particular corp (more strategic that way). If there are 8 Specialities, it seems like each player could secretly choose 2 Specialities. All that would be needed is a slip of paper that they write down the number (or name) of the Speciality they want for their Humans that game.

I LOVE the idea of the Strider Riders the best. It suggests a symbiant pair, where the Human rides the Strider, gaining speed in movement and combat sequence.I tweaked some of the others, also (marked in strikethru and italic). I'm curious what people's thoughts are of the ideas developed so far...?

Galactic Syndiate-Company car after 3 years of serviceDaycare available

Zyborg Industires-In-building gym with raquetball

In-game, these perks translate into:

Ares Inc-At the end of each of your turns, the player on your right may chose any of your units to remove from the board. This unit will be on vacation for 3 turns. After 3 full turns, you may place the unit back on one of your home spaces during your next deploy phase.

Black Helix Enterprises-When your humans are defeated in combat on your home spaces, instead of placing them back in your reserves, place them aside in a "hospitalized" pile. At the end of each of your turns, you receive 1 less rubium for every hospitalized human. Units may return to any home space after spending 6 turns in the "hospitalized" pile.

Galactic Syndicate-When any of your units has been alive for 156 turns, immediatley spend 1 rubium to increase that unit's movement by 1. To maintain free daycare services for employees, you gain 1 less rubium than normal at the end of each turn.

I think these simple changes to the game could give it some real flavor and chrome. It should really make it easier for people to get immersed in the game. What do you think? I haven't play tested them, but they seem pretty balanced to me.

Here's my attempts. I felt that modifying the humans was the way to go - because all the corps have to deal with the same native wildlife. I've played the game 10-12 times, and I tried to go for abilities that are weak and limited - for optional rules, it's better to aim too low than too high.

Ares Inc-Ares sounds proud, patriotic. Their troops are good at holding their territory. Humans have +1 on their combat rolls when defending a space with a mine.

Galactic Syndicate-The Syndicate has money, for sure, but they're a bit xenophobic. Their two '2' mines on their home base produce 3 rubium each, but only if they have nothing but humans on any of their home base tiles.

Zyborg Industries-Zyborg is on the cutting edge of technology. Their infantry are equipped with high-speed vehicles. When leaving their home base, humans may move 2 spaces. If they move 2, they may not move into an unexplored space or pass over enemy figures.

It's funny, but there was a similar conversation going on in the variants forum (http://boardgamegeek.com/thread/449105/special-faction-power...) and it wasn't until now that I noticed this thread. Based on the first thread, I even posted a file people could print out if they wanted to try new powers for their factions (with some shoddy corp logos for flavor).